Curious Expedition

Curious Expedition

Discovery
71 Comments
museum4 Mar 12 @ 10:32pm 
@Joe the Bartender
Thank you for your hard work on the translation.(=´▽`=)ゞ
I immediately used the translation to play the game.
It really is more immersive when your native language is used.
As for my hope for the future, since the interactions in some locations are just flavor text and there are no particular rewards,
I would like to see some sort of reward, such as an item or an increase in the natives' opinion of you.
I am looking forward to future updates.
Joe the Bartender  [author] Mar 8 @ 2:33pm 
@musuem4
I've used your trick to finish the translation, though I'm having a bit of trouble updating the modification. I'm contacting the developers of the game about it, so I hope they'll help me figure out what the problem is. Sorry about the wait!

If you'd rather not wait, there may be another way to play my mod in Japanese. If you copy my updated Japanese language file into the 'langs' folder in my mod directory, the Japanese translation should be displayed for you.
The link to the updated Japanese language file is: https://drive.google.com/file/d/1vT8mKCje6Y_ZIDoH_7Tx0VnlCAsvJtjt/view?usp=drive_link
And the directory where you need to place that file is: Steam\steamapps\common\The Curious Expedition\mods\discovery\langs

If you do decide to try this method, let me know whether it works or doesn't work. Regardless, thanks for your interest in the mod and for your help, it's greatly appreciated.
museum4 Mar 5 @ 12:02pm 
@Joe the Bartender
Thank you for the quick translationヽ(=´▽`=)ノ

Because it was so long and reading it all would be spoilers, I only checked the first 20% or so, but since Google Translate is good at explaining things without emotions, I felt that it was mostly translated without any awkwardness. If I had to point out something, it would be that the following ambiguous parts may have made the text seem a little awkward.

Starting from line 144.

"evt-elephantGraveyard-examine-fail","After an exhaustive investigation, we failed to find any irregularity."

徹底的な調査を行った結果、不正は発見されませんでした。

徹底的な調査の結果、異常は見つかりませんでした。

For some reason, when I use Google Translate to translate the previous sentence and the sentence one line before it, the suggestion below appears, so maybe there's some trick to machine translation, but I'm not sure.( ´~`)
Joe the Bartender  [author] Mar 5 @ 2:37am 
@museum4
翻訳されたダイアログ ファイルへのリンクはこちらです。これを確認して、エラーがないか再度チェックしていただけますか?

Here's a link to the translated dialogue file. Would you be willing to look through it and double check it for errors?

https://drive.google.com/file/d/1vT8mKCje6Y_ZIDoH_7Tx0VnlCAsvJtjt/view?usp=drive_link
Joe the Bartender  [author] Mar 4 @ 12:17pm 
@museum4
That's impressive - Google Translate definitely has become a lot better recently. I'll try it out and see if I can make a Japanese translation. After I've run the dialogue through Google Translate, would you be interested in correcting any mistakes? Thanks for your interest, and I hope you have lots of fun with this mod!
museum4 Mar 2 @ 1:16pm 
@Joe the Bartender
Thank you for your reply
Google Translate has become much more accurate recently,
and I can correct minor mistranslations myself,
so I would be very grateful if you could just translate it with Google Translate (ノ´ー`)ノ
(By the way, this reply was also made using Google Translate)
Joe the Bartender  [author] Mar 2 @ 12:54pm 
@museum4
I'd love to make a Japanese translation! I didn't know there were any Japanese Curious Expedition players. I'm not sure how I could do it outside of using Google Translate though, as I don't speak the language myself. Would Google Translate suffice? Or would there be too many mistranslations and inconsistencies?
museum4 Feb 25 @ 1:54am 
I want Japanese ( ´Д`)=3
(The amount of text was so huge that I gave up on translating it myself.)
Terotrous Nov 24, 2024 @ 2:08pm 
My bad, this is actually not an issue with your mod, it's an incompatibility with Oriental Onslaught, as both modify evt-tomb-init
Terotrous Nov 23, 2024 @ 11:19pm 
A bit more detail, it doesn't require you to examine to trigger the bug, it happens regardless. Looking at your source code I think the error is linked to the Scarab tomb type, as I've definitely never seen that one, but it's possible it could be the loot / mummy types as well. The Cultist is the only tomb event I'm sure I've seen, but I'll see if I see any of the other types in future games.
Terotrous Nov 22, 2024 @ 7:57am 
There's a bug when examining tombs, where if you succeed the examine roll and then explore the Tomb nothing happens when you open the sarcophagus.
Joe the Bartender  [author] Jul 12, 2024 @ 7:41am 
@Ken Thanks for checking this mod out!
Ken Jul 10, 2024 @ 6:05am 
I am a newb, I interest to try this mod Thank you a lot
Joe the Bartender  [author] Nov 19, 2023 @ 3:56pm 
Thanks for the complements, I hope you enjoy it!
wmhasite Nov 18, 2023 @ 8:37am 
Thank you for your mod
From_Russia_With_Love Oct 30, 2023 @ 12:20pm 
Nice mod. Thank you very much, Joe!
mrkillerovsky Jul 16, 2023 @ 12:48pm 
@Joe The Bartender
I figured it out, it seemed to be a problem with the mod "Oriental Onslaught"
Joe the Bartender  [author] May 13, 2023 @ 6:33am 
@ZatroolMG
I should be able to do that easily enough, it's just a matter of getting the time to.
ZatroolMG May 4, 2023 @ 7:13am 
Hey Joe, thanks again for this amazing mod (and the help you provided to me).
Will you consider adding the Cursed Gem cannibal event changes you discussed with DarkMatter? If so, I would vote not to remove the event but rather tweak it "like it just changed someone into a cannibal and didn't kill anyone, and then any subsequent cannibal event killed someone" :aod_salute:
Joe the Bartender  [author] Aug 14, 2022 @ 4:40pm 
@mrkillerovsky
If it's the same one, I couldn't replicate it at the time. Are you using any mods? Can you tell me what you're doing when this bug occurs?
mrkillerovsky Jul 12, 2022 @ 2:55am 
I second the @u_pe_ 's bug with the mummies.
When I open the sarcophagus, it kicks me back into the overworld without any prompt.
DarkMatter Dec 14, 2021 @ 1:12pm 
The idea of cursed gem causing unfavorable events in some situations is interesting. I'm just against the sudden death event (even though it was at 0 sanity, so not it's not really bullshit). Your treck members are so incredibly valuable, losing them is probably the worst thing that could happen to a player.
I think other events are fine, like gaining bad traits, diseases, injuries, losing equipment... But it would be great to have some kind of hint as to what the event is or the circumstances in which the event may happen in the gem description.
Joe the Bartender  [author] Dec 14, 2021 @ 7:01am 
The Hope Diamond plays a random 0 sanity event every so often. I don't much like the cannibal event and had considered changing it so it was more fair (like it just changed someone into a cannibal and didn't kill anyone, and then any subsequent cannibal event killed someone). I could also tweak the diamond so that it doesn't play the cannibal event. Either way should make it fairer?
DarkMatter Dec 13, 2021 @ 10:30pm 
Hello, i just tried the mod and something strange happened. Completely suddenly, one of my treck member ate another one and became a cannibal, which doomed my team to failure. I don't exactly know why it happened (i did pick up a precious gem that was said to be cursed before), but i do think that was uncalled for.
Having a event were a treck member dies and another one gain the cannibal trait (meaning you probably have to get rid of them) is so heavy of consequence that it has to be predictable and preventable by the player. I'm not even sure why it happened, but i can't call that kind of stuff fair.
waxapple Sep 21, 2021 @ 4:15am 
Delightfully, the Chinese version has been launched.But this is not perfect.I will collect feedback from players and improve this Chinese translation , and will also polish it.
中文翻译已经上线了,但这并不是一个完善的翻译版本,会有一些错别字以及语序混乱,如果你们发现有上述的问题可以留言或者直接跟我联系,我会找时间弄一个比较完善的翻译,并且会将部分语句进行润色。希望你喜欢这个汉化:chocola:
Joe the Bartender  [author] Aug 29, 2021 @ 5:12am 
Thanks, that would be very helpful! The file that needs translating is The Curious Expedition\mods\discovery\langs\lang_en.csv. Create a copy of this called lang_zh-CN.csv. That will make the game read this language file when the selected language is simplified Chinese. The text on the left of the comma, such as "it-cutlass-name", is the ID for the item or event etc and shouldn't be changed. The text to the right of the comma, such as "Cutlass" is the text that needs to be changed. There are some special characters and definitions which also shouldn't be changed (such as '|' and '$name'), most I think are listed here https://curious-expedition.fandom.com/wiki/Modding:Language_Files . If everything works, please upload it so I can update the mod with the language file.Thanks again!
waxapple Aug 26, 2021 @ 2:31am 
Hey bro.This mod is amazing.I am from China and I can make the chinese translation.What should I do next?:chocola:
Joe the Bartender  [author] May 10, 2021 @ 1:25pm 
Thanks for the kind words! :steamhappy:
entomberr May 9, 2021 @ 12:46pm 
Impressive. thanks for the work ! :)
Joe the Bartender  [author] Mar 27, 2021 @ 5:10pm 
@u_pe_
I can't replicate this bug. Are you using any other mods? Can you tell me what you're doing to replicate this bug?
u_pe_ Mar 24, 2021 @ 7:12am 
I found a bug. There are no mummies in mummy graves in the desert
Joe the Bartender  [author] Mar 16, 2021 @ 2:53pm 
Thanks! If you ever need to check anything up, the modding section on the CE wiki should be able to help: https://curious-expedition.fandom.com/wiki/Modding:Home
ZatroolMG Mar 14, 2021 @ 2:29pm 
Another mod has an item which adds +10 sanity. Dynomyte! isn't needed anymore.

Thanks for your help and advices :)
Good luck on your other project and IRL too !


Joe the Bartender  [author] Mar 10, 2021 @ 4:12pm 
I'm not sure but I think it's the 'replaceLocations:{}' below the 'replaceTiles' array. Try copying that over and see if that works.
ZatroolMG Mar 9, 2021 @ 6:51pm 
I like being able to stop angry natives from spawning by blowing up their village as it's the only solution I found when at -10 standing. That's because the game doesn't have any way to bring standing back up efficiently. Makes me think it would be really great to have a mod that changes this !
ZatroolMG Mar 9, 2021 @ 6:47pm 
Well it's kind of annoying.. Not sure if the re-download was intended by the devs. Guess I'll have to deal with it like a boss :steamfacepalm:

I made some tests and it is a Dynomyte! incompatibility for sure.
So I went into the items.hjson of your mod (dynamite's part) and tried to incorporate changes from Dynomyte! but it didn't work at all. Can you figure it out for me ?
Joe the Bartender  [author] Mar 9, 2021 @ 7:27am 
I've tested the mods, the nuke one seems to work? Not sure but I think it does. The incompatible mod is Dynomyte!, which may overwrite Discovery's dynamite's function and prevent it from blowing up corrupted mountains.
Joe the Bartender  [author] Mar 9, 2021 @ 7:16am 
I thought the game re-read all of the mod files upon clicking the mods button but had no idea that it re-downloads all of the files. I guess you'll have to overwrite those files with the backups every time you press the mods button (and avoid pressing that button when possible).
ZatroolMG Mar 8, 2021 @ 1:55pm 
Fixed the semi colons in the backpack mod
Thanks for explaining the 'slots', made me understand it all a little more

Do you have any idea why all mods files get reset everytime I open the mod page In-Game (even without clicking refresh) ?

I would try without the nuke mod but I don't know any way to speed up the game to reach a corrupted world and/or to give myself dynamite . If you have time to test it out yourself it would be great, otherwise don't bother with it as it's probably an issue on my end. (PS: they couldn't be blown up even with simple dynamite.. so it may be an incompatibility with the Dynomite! mod too... idk)
Joe the Bartender  [author] Mar 8, 2021 @ 12:45pm 
Corrupted mountains could be blown up on my end. Could it be an incompatibility with the nuke mod?
Joe the Bartender  [author] Mar 8, 2021 @ 12:44pm 
Sure, no worries :). CE's script is surprisingly flexible and powerful, though there are a few things which sadly make mods incompatible with one another, such as adding/removing options. Anyway, for the Yeti, it's 'evt-cave-setCaveType', look for '+caveTypeYeti'. For the spider cave, it's 'loc-monsterDen-giantSpiders', the object which has '+opening'

Both of these objects are in arrays, and these arrays use 'slots' to determine the chance of triggering each object. Slots are proportional, so the chance for any one object is calculated by adding all slots together, then dividing the specific object's slot number by all slots. So for instance, the chance of a Yeti cave would be 7/102, which is 6.86% chance. By modifying the slots of one or more objects, it's possible to change the chance that one of those objects is chosen.

Here's the original source script if you'd like to see the default slot values: https://github.com/Maschinen-Mensch/curiousexpedition/tree/master/conf
ZatroolMG Mar 8, 2021 @ 11:17am 
I found Yetis and Spiders references but didn't understand what I needed to change.. Can you tell me exactly what, like you did with the Blood Crown (dpattack72) ?

I didn't know about CE scripting limitations .. Was hoping to learn modding it :')

Also found a bug in a corrupted world (which spawned on the world map, not through portal) : I couldn't blow up moutains with dynamite. Even tried to Nuke it
Joe the Bartender  [author] Mar 8, 2021 @ 10:04am 
I'd love to help out with Curious Expedition 2, I think it would be great if that game added a lot of the features and content available in Discovery and the workshop in general. I love exploration-based games and as a developer with some experience and a passion for CE I think I'd have something to offer Maschinen-Mensch. Games where exploration is the basis are too rare these days.
Joe the Bartender  [author] Mar 8, 2021 @ 10:04am 
I might add some more content/features from time to time, especially if I can get permission to merge any mods together. I think it will be unlikely that I'll do anything for a while since it took so long to make version 1.1. I have another mod/game project which needs attention as well as real life things to think about. Patreon would be very helpful and would ensure that I do something sooner, but I doubt that will go anywhere with such a small number of subscribers (and the limitations of Curious Expedition's scripting language too). Another incentive would be if Maschinen-Mensch opened Curious Expedition up to community patches (such as what happened with games like Dungeon Defenders). It'd be great to update that game without making mods which are incompatible with one another.
Joe the Bartender  [author] Mar 8, 2021 @ 9:52am 
Have you gone into the lang_en.csv file and changed 'evt-harbor-select-action-2' to 'evt-harbor-select-action-3'? I can't explain the weird semi colons in the text. It could be due to the way the backpack mod's language has been formatted. You could take a look at mods\discovery\langs\lang_en.csv to see how the formatting is done in that. Maybe changing the formatting to discovery's type will make it work?

Thanks for the bug report, this has now been fixed! I've uploaded the changes, any of your modified files will be overwritten by an update and you'll need to replace the files in the mod with your backups again.

You can change the chance of Yeti caves in discovery/conf/cave.hjson, spider lair corrupted worlds in corrupted.hjson and the Blood Crown dice in challenge.hjson (it's dp-attack72).

No problem, happy to help :).
ZatroolMG Mar 7, 2021 @ 9:45pm 
Alrighty, fixed it ! Only problems are :
The backpack option is now called "4. evt-harbor-select-action-3"
Then, when you click on it, there is a ';' between each word, example : "Small;Backpack;For;Rance-Sama;(50;Funds);;;;;;"
And more importantly, both mods files get randomly reset so I have to make all the changes over and over again.

I just bought a Lion from a beastmaster and the thing is bugged . Its nickname is "anm-lion-title", no dice, no stats, and I can't dismiss it. Only has the image of a lion, a generic name, gender and Level 1 shown.

I would like to change some stuff but I couldn't find the values in the mod files:
The % chance of Yeti Caves
The % chance to find a portal to a corrupted pocket within a spider lair
I also want to make the Blood Crown dice, damage, healing etc back to what they were

I hope I'm not bothering you. Thanks for your help man.

PS: Are you still working on the mod and planning to add new features ?
Joe the Bartender  [author] Mar 7, 2021 @ 9:26am 
No need, there's enough space to explain it here :). The easiest way to make them compatible would be to remove the harbor options from the bp mod and put a new entry into discovery. To do this:
- Open CE/mods/Backpacks Addon\mod.hjson
- Delete everything from '#Placing Harbor Shop' to the bottom of '#Adding the Backpack Shop to the Harbor'
- Go back to the main CE mods directory and open discovery/conf/harbor.hjson
- Locate 'targetId: *evt-harbor-finalActions'. Add the following script above {ref:evt-harbor-setSail}:
{
actionText: txt-evt-harbor-select-action-3
reqWorld: 1..
select: evt-harbor-backpackShop
}
- Open CE/mods/Backpacks Addon/langs/lang_en.csv (or lang_de.csv if German)
- Find evt-harbor-select-action-2 and replace 2 with 3.

That's everything! Keep in mind if either mod updates these modified files get replaced so I'd recommend keeping backups.
Joe the Bartender  [author] Mar 5, 2021 @ 7:04am 
@ZatroolMG
I've just checked out the backpack mod and it works by removing all of the options in the harbor and then inserting the options back in again. I assume it does this to make sure that the backpack shop option is located above the set sail option. If the backpack mod loads after Discovery, then the animal trainer option will be erased and if Discovery loads after the backpack mod, the backpack shop option will be erased. These two mods can be made to be compatible, but I suspect only if they are integrated with one another. I would be interested in doing this, but I don't have permission from the mod author. It's an easy manual fix if you're interested in doing this yourself.
ZatroolMG Mar 4, 2021 @ 2:00pm 
I don't get the option from the Characters Backpacks mod to show up with your mod enabled. Any idea ?
Joe the Bartender  [author] Feb 25, 2021 @ 1:36pm 
Version 1.1 released! This patch adds some content including new enemies, events and cursed items, adds the giant tree and mountain face as visit-able locations, fixes some bugs and adjusts the balance, particularly of some of the weaker explorer perks like Careerist. Check out the full list of changes over here: https://steamcommunity.com/sharedfiles/filedetails/changelog/2127085303